# Spirit of the Air >[!rimg]+ > ![[Placeholder2.png]] <div class="grid-container"><div class="MON">Spirit of the Air</div> <div class="CR">CR 11 (12,800 XP)</div> <div class="SOU">Fiend Folio</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> N Large Magical Beast (air) **Init** +5 **Senses** darkvision 60 ft., low-light vision, scent; **Perception** +3 #### defense **AC** 26, 14 touch, 21 flat-footed (+5 Dex, +12 natural, -1 size) **hp** 94 (11d10+33) **Fort** +10, **Refl** +12, **Will** +6 **Feint** 24, **Demoralize** 24 **Defensive Abilities** air mastery, soul of the wind **DR** 10/magic; **SR** 22 **Immune** air and wind effects #### offense **Speed** 30 ft., climb 40 ft., fly 60 ft. (average) **Melee** +1 heavy mace +16/+11/+6 (2d6+7), bite +12 (2d6+2), wing buffet +12 (1d4+2) **Space** 10 ft., **Reach** 10 ft. **Special Attacks** air superiority, whirlwind (DC 18) **Spell-Like Abilities** (CL 15th, Concentration +18) > **At will**— _call lightning_, _control winds_, _detect magic_ > **1/day**— _confusion_, _control weather_, _whirlwind_, _wind walk_ **Cleric Spells Prepared** (CL 7th, Concentration +10) > **0—** _create water_, _light_, _resistance_, _stabilize_, _virtue_ > **1st—** _command_, _comprehend languages_, _divine favor_, _entropic shield_<sup>D</sup>, _summon monster I_ > **2nd—** _aid_, _animal messenger_, _cure moderate wounds_, _enthrall_, _wind wall_<sup>D</sup> > **3rd—** _dispel magic_, _invisibility purge_, _magic vestment_, _protection from energy_<sup>D</sup> > **4th—** _freedom of movement_<sup>D</sup>, _summon monster IV_ #### statistics **Str** 19, **Dex** 20, **Con** 17, **Int** 14, **Wis** 17, **Cha** 16 **BAB** +11, **CMB** +16, **CMD** 31, **TA** +14, **RTA** +15 **Feats** [[Combat Expertise]], [[Flyby Attack]], [[Improved Trip]], [[Multiattack]], [[Power Attack]], [[Weapon Focus]] (heavy mace) **Skills** Climb +26, Fly +17, Perception +3, Spellcraft +13, Stealth +17 **Languages** Auran, Draconic, Giant **SQ** prehensile tail #### special abilities ### Air Superiority (Ex) A spirit of the air gains a +1 bonus on its attack and damage rolls if its opponent is airborne. ### Prehensile Tail (Ex) A spirit of the wind can use its tail as nimble as it can its hands and feet. ### Spells Spirits of the air can cast divine spells as 7th-level clerics with access to the Air and Luck domains. They do not gain domain powers of other Cleric abilities. #### ecology **Organization** Solitary, pair, or troop (5–12) **Advancement** 12–16 HD (Large); 17–33 HD (Huge) Spirits of the air are whimsical creatures that serve deities of the wind and sky, or even nondeific powers that deal in the same areas. They travel the upper parts of the atmosphere near windy mountaintops as well as the windswept plains of the lowlands. Wherever there is wind, you can find sprits of the air catching updrafts and soaring through the clouds. A spirit of the air resembles a monkey, roughly 10 feet tall, with elongated fingers that form the ribs of its fanlike wings. The coloration of their furred bodies ranges from dark brown to blond, and their tusked mouths have a mirthful set, even when the spirits are engaged in battle. A spirit of the air’s mouth sports two tusks that curl up toward the creature’s nose, then out toward its cheeks. In its long, prehensile tail is typically clutched a heavy mace. Spirits of the air claim windy areas as their terri- tories. Due to their remark- able mobility, these terri- tories sometimes stretch for hundreds of miles. Creatures that pass within are generally unmolested, but the sprits sometimes take offense at unseen slights and rush to attack interlopers. Spirits of the air speak Auran, Draconic, and Giant. ### Combat Spirits of the air fight while hovering whenever possible. They use their spell-like abilities from a distance, then close to melee. If their maces are not particularly successful, they resort to their whirlwind attack.